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Mew2King’s Melee Information and Discoveries

Many years ago while Mew2King was training to become the best player there was, he dissected the game Super Smash Bros. Melee as much as he could. He compiled a legendary collection of information that he observed and tabulated all on his own, even without the aid of any cheating or debug devices. Take a gander in this plethora of information that helped make him the player he is today!

Before I go on with this list, I need to tell you that a FRAME is 1/60 of a second (in this game at least, as are most video games)

—All fully charged smashes lasts for 60 frames, or EXACTLY one second longer than it would normally

—Invincibility (when you come off the ‘respawn cloud’ after each death) lasts for exactly 120 frames (EXACTLY 2 seconds)

—Home Run Contest Data (how far sandbag gets knocked, in feet, by the Home Run Bat, at each damage % around up to 200%, at each part of the bat measured from the center of the platform where sandbag starts at)

The rules of priority, which is when 2 attacks hit each other at the same time (same frame) and the one with more priority overwrites the other attack, are the following things. Also, priority can mean when 2 or more characters do some certain task, like picking up an item or hitting a character, which one overwrites the other and gets the task done. It always follows the pattern of:

Player 1 > Player 2 > Player 3 > Player 4

So basically it’s like this…

Player 1 has a very slight advantage over Players 2, 3, and 4.

Player 2 has an advantage over Player 3 and Player 4.

Player 3 has an advantage over Player 4.

Player 4 doesn’t have an advantage over anyone.

—Yes it’s an automatic unfair advantage, so don’t complain to me about it; it’s not like I can really do anything about it.

Priority Rules 2-6 follow this order.

1) Attacks like Mewtwo’s Confusion (forward or back B) and EVERY type of grab & throw move (and Jigglypuff’s Down B move, since it’s very strong and makes you invincible for the 1st 26 frames out of the 249 frames or 4.15 seconds the move [animation] lasts) has more priority than any other attack, and will ALWAYS overwrite the other attack (for the exception of Priority Rule #2). If 2 attacks, say a regular grab and Bowser’s fully charged forward A smash, hit at the same frame, then the grab will over-prioritize the smash, because grabs have more priority than regular smashes. But, if a weak attack, like the 1st hit in Sheik’s forward smash, and a more powerful hit, like Falco’s forward A smash (even Fox’s forward A smash would work in this case), hit at the same time, Falco/Fox’s smash would over-prioritize Sheik’s smash, because it’s more powerful. If it was a very close match, like Mario and Luigi’s down smash at the same time, they’d simply cancel each other out. That’s because as long as the 2 attacks are RELATIVELY the same strength (to a certain level of closeness in power, at which the exact level of which that is unknown), then the 2 attacks will cancel each other out. If they cancel each other out, then the weaker of the 2 attacks (in terms of DAMAGE power, NOT knocking power) will have less lag, or less recovery time than the stronger move that it canceled out with. However, if at least one of the attacks is an AERIAL attack, then it will either over-prioritize the other attack, or it will (99% of the time) hit the other attack and both characters will receive damage.

2) This is the order in which attacks like Mewtwo’s Confusion and Grabs will over-prioritize each other (since 2 character’s can’t grab each at the same time, and two characters can’t be hit in Confusion at the same time).

Player 1 > Player 2 > Player 3 > Player 4

So as you see, regardless who the character is, and regardless if it’s a human player or a computer controlled player, if two characters hit each other with Confusion or any type of grab at the SAME EXACT FRAME, then the Player that’s player 1, or the player that’s closer to being player 1, will over-prioritize the player(s) who has a lower number than him/her. For example, if Player 1 and 3 grab each other, and player 2 and 4 grab each other, Player 1 will over-prioritize and grab player 3, and player 2 will over-prioritize and grab player 4, because player 1 is closer to being player 1 than player 3 is (in this case, player 1 IS player 1) and player 2 is closer to being player 1 than player 4 is, so they’re over-prioritize the other character for this reason. Therefore, we can conclude that player 1, and in melees, characters that are closer to being player 1, have a VERY VERY SLIGHT advantage over the other characters.

3) A lot like the 2nd rule of priority, this simply shows that in this order

Player 1 > Player 2 > Player 3 > Player 4

If two characters hit a 3rd character at the same time WITH THE SAME STRENGTH OF AN ATTACK(stronger ALWAYS goes over weaker), then player 1, or the attacking character that’s closer to being player 1, will knock the character the way that it would normally hit it. For example, Player 1 is on the left side of the victim character. Player 2 is on the right of the victim character. Both characters do a move, say a forward smash, which would normally knock the character forward (really up-forward). They do the move at the same time. Well, since player 1 has more priority than player 2, and since player 2 is standing on the left side of the character, and the attack they did would knock the victim character forward (to the right), player 1 would get the hit and would knock the character to the right. So player 1, and characters closer to being player 1 (in this case it IS player 1), have a better chance of getting credit for kills(slightly).

4) During a sudden death match, In this same order as rule #2 and #3

Player 1 > Player 2 > Player 3 > Player 4

If on a sudden death match, 2 or more characters die at the same EXACT frame, then the Player 1, or players closer to being player 1, will win the match, because there are no sudden death matches for draws if you die DURING a sudden death match. There has to be a winner in a Sudden Death Match, so it goes in numerical order.

5) If 2 or more characters try to pick up any item(including barrels, crates and party balls) on the ground at the same time (speed [NOT priority]) varies with each character, as shown on some of my other lists on my homepage here) then:

Player 1 > Player 2 > Player 3 > Player 4

Giving Player 1 a slight edge over the competition when picking up items, Player 2 a slight edge over Player 3 and 4, and Player 3 a slight advantage over Player 4.

6) If 2 or more characters land in the same EXACT spot (on the ground of course), then Player 1, or the player closer to being Player 1, will always go to the LEFT side (since the players can’t stay INSIDE of each other, at least not on the ground) (please no jokes about characters being “inside” Yoshi or Kirby, haha..no).

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Dodge Ratings – Here’s a list I made of everyone’s dodge ratings, statistically proven with frames counts on the frames of the dodge that you’re ALWAYS invincible to ALL attacks. The number on the left half of the fraction is the amount of frames you’re actually dodging (in other words, how many frames you’re invincible and can’t be harmed) while the number on the right half of the fraction is the total time that the dodge lasts. The percent of the dodge that you’re ALWAYS invincible is written in a percent, and a ….. means it’s a repeating decimal. Note: almost all of the dodges start on frame 2, so in other words, for most of the dodges when you start them, you can only be hit the FIRST frame of the dodge. Some characters, like Captain Falcon and Zelda, start their invincible part of the dodge on the 3rd frame, and Bowser starts his on the 4th frame. Note that for 99% of attacks, Zelda is invincible for the 2nd frame + (but certain explosion moves can hit her on the 3rd frame of the move so it still counts as starting it on the 3rd frame)

—Go here for more information about dodging: http://smashboards.com/showthread.php?s=&postid=493089#post493089

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Air Dodge Ratings – measures the amount of frames you’re ALWAYS invincible to ALL attacks when you dodge in air.

—Especially for projectile attacks, Peach/Zelda dodge them longer than anyone (and 1 frame earlier than normal too), then the next best is Marth/Roy, then Falco/Fox, and then a tie for worst/normal is for the rest of the characters, who don’t dodge extra long for projectiles as for normal attacks(too bad for them).

Also note that there are other factors as well, which include the fact that certain characters, like Mewtwo for example, “recover” from his dodge extremely fast. What I mean by this is that after he finished his air dodge, he can grab the ledge(if he’s next to one) almost right away, while other characters, like Zelda/Peach/Fox/Falco/etc.etc.etc. don’t grab the ledge right away, so they can’t use it for recovering off the stage as easily as Mewtwo can. There’s also how long the air dodge keeps them in air, like how Zelda/Peach’s is MUCH quicker than the other characters, as when those 2 princesses air dodge they fall back down to the ground almost right away (I bet you didn’t know that Zelda’s Air Dodge goes FARTHER/HIGHER than Zelda’s aerial jump, which is really weird)

Group A

Starting time – 3 frames (vulnerable frames 1 and 2)

Total time invincible – 17 frames (frames 3-19)

2 characters: Peach/Zelda

Group B

Starting time – 3 frames

Total time invincible – 27 frames (frames 3-29)

1 character: Bowser

Group C

Starting time – 4 frames

Total Time invincible – 26 frames (frames 4-29)

23 characters: the rest of the characters

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Roll Ratings – measures how long a character is invincible during his/her roll, kind of like it is on the dodge ratings list, ranking a roll’s rating by the percentage of the roll that you’re invincible to ALL attack. (BTW, every decimal in the percentages are ALL repeating decimals, so I didn’t bother to put a line over it or ….. to signify that it’s a repeating decimal, because by coincidence ALL of the decimals are repeating decimals).

—Note, Samus’s roll in SSBM Version 1.2 lasts 27 frames (4-30) instaed of 20 frames, so she’s had quite an upgrade in her rolls since the game’s release (according to SuperDoodleMan’s Gameshark research with his copy of SSBM)

*Almost every roll has a starting time of 4 frames (so you can only be hit on frames 1, 2, and 3 but you’re invincible to all attacks on frames 4, 5, 6 etc.)

***Jigglypuff’s FORWARD roll has a quick starting time of 3 frames, but it has the same TOTAL TIME as her BACK roll because the FORWARD roll ends “invincible time” (near the end of the roll) 1 frame before her BACK roll does. Coincidentially the total time is the same though.

*****Bowser’s roll has a slow starting time of 5 frames (can only be hit frames 1-4 but not 5, 6, 7, etc.)

Group A

20/35 or 57.142857%

—Marth’s “BACK” Roll

—Roy’s “BACK” Roll

Group B

16/31 or 51.612903225806451%

—Captain Falcon (Both Rolls)

—DK (Both Rolls)

—Dr. Mario (Both Rolls)

—Falco (Both Rolls)

—Fox (Both Rolls)

—Ganondorf (Both Rolls)

—Ice Climbers (Both Rolls)

—Kirby (Both Rolls)

—Luigi (Both Rolls)

—Mario (Both Rolls)

—Ness (Both Rolls)

—Peach (Both Rolls)

—Pichu (Both Rolls)

—Pikachu (Both Rolls)

—Sheik (Both Rolls)

—Zelda (Both Rolls)

Group C

18/37 or 48.648%

—Mewtwo’s “FORWARD” Roll

Group D

16/33 or 48.48%

—Yoshi (Both Rolls)

Group E

16/34 or 47.0588235294117647%

—Jigglypuff (Both Rolls)***

Group F

16/35 or 45.714285%

—Marth’s “FORWARD” Roll

—Mr. Game & Watch (Both Rolls)

—Roy’s “FORWARD” Roll

Group G

20/44 or 45.45%

—Samus (Both Rolls)

Group H

16/37 or 43.243%

—Link (Both Rolls)

—Mewtwo’s “BACK” Roll

—Young Link (Both Rolls)

Group I

16/39 or 41.025641%

—Bowser (Both Rolls)*****

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Rolling Distance – shows overall rankings for how far each character rolls (average between Forward and Back rolls)

1) Mewtwo (by a long run)

2) Marth

3) Samus

4) Pichu

5) Sheik

6) Falco

7) Roy

8) Ganondorf

9) Luigi

10) DK

11) Link

12) Pikachu

13) Ice Climbers

14) Captain Falcon

15) Fox

16) Zelda

17-18) Dr. Mario / Mario

19) Jigglypuff

20) Ness

21) Kirby

22) Yoshi

23) Peach

24) Young Link

25) Mr. Game & Watch

26) Bowser

————————————————–

Forward Rolling Distance

1) Mewtwo

2) Marth

3) Sheik

4) Pichu

5) Samus

6) Falco

7) DK

8) Ganondorf

9) Roy

10) Luigi

11) Pikachu

12) Link

13) Ice Climbers

14) Captain Falcon

15) Fox

16) Zelda

17-18) Dr. Mario / Mario

19) Jigglypuff

20) Kirby

21) Yoshi

22) Peach

23) Ness

24) Bowser

25) Young Link

26) Mr. Game & Watch

————————————————–

Backwards Rolling Distance

1) Mewtwo

2) Marth

3) Samus

4) Falco

5) Pichu

6) Roy

7) Sheik

8) Ganondorf

9) Luigi

10) Link

11) Ness

12) DK

13) Ice Climbers

14) Captain Falcon

15) Fox

16) Pikachu

17-18) Dr. Mario / Mario

19) Jigglypuff

20) Zelda

21) Kirby

22) Yoshi

23) Peach

24) Young Link

25) Mr. Game & Watch

26) Bowser

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Characters that can Wall Jump (listed in alphabetical order to make it easier to find which characters can wall jump; NOT ranking them by numbers)

1) Captain Falcon

2) Falco

3) Fox

4) Mario

—Peach****

5) Pichu

6) Samus

7) Sheik

8) Young Link

***Note 1 – as you wall jump continuously (without landing of course), you lose altitude/height with each jump after jump. After about 30 or so jumps(on average about), you start to LOSE altitude and instead of going up you begin to slowly go down.

****Note 2 – Peach with her Forward B move (Peach Bomber) can “wall jump” over and over again without ever falling or losing altitude, as long as you press forward B over and over again FAST and CONSTANTLY. You can actually move UPWARDS with this trick, but it’s a very slow and long process, though it’s a great trick to stall matches on courses like Fourside, as many characters can’t get to you and you can use this to cheaply win timed matches that you’re winning. Your opponent probably won’t like it much though. Thanks to MBR (Melee Back Room in smashboards.com) for acquiring this information

This shows how fast each character’s A, tilt forward A, and dash A attacks are with the Beam Sword, Home Run Bat, Lip’s Stick and Star Rod is (in starting speed and counting by frames)

***Note – The Parasol can be up to a maximum 3 frames faster than those 4 clobbering items listed, which the Fan can be up to 1-3 times normal speed (Pikachu with A with the Fan is only 1 frame, but PICHU WITH THE FAN is 2 frames, strangely enough. Also, Mewtwo’s dash A with ANY clobbering item is ALWAYS 3 frames starting time)

Bowser

A – 9

tilt forward A – 19

dash A – 4

Captain Falcon

A – 6

tilt forward A – 6

dash A – 4

DK

A – 5

tilt forward A – 9

dash A – 4

Dr. Mario

A – 6

tilt forward A – 9

dash A – 4

Falco

A – 5

tilt forward A – 12

dash A – 6

Fox

A – 5

tilt forward A – 12

dash A – 6

Ganondorf

A – 6

tilt forward A – 6

dash A – 4

Ice Climbers

A – 7

tilt forward A – 10

dash A – 4

Jigglypuff

A – 6

tilt forward A – 9

dash A – 4

Kirby

A – 6

tilt forward A – 9

dash A – 4

Link

A – 8

tilt forward A – 14

dash A – 11

Luigi

A – 6

tilt forward A – 9

dash A – 4

Mario

A – 6

tilt forward A – 9

dash A – 4

Marth

A – 6

tilt forward A – 10

dash A – 8

Mewtwo

A – 8

tilt forward A – 13

dash A – 3

Mr. Game & Watch

A – 9

tilt forward A – 12

dash A – 15

Ness

A – 8

tilt forward A – 9

dash A – 4

Peach

A – 9

tilt forward A – 14

dash A – 2, then 14

Pichu

A – 3

tilt forward A – 8

dash A – 6

Pikachu

A – 3

tilt forward A – 8

dash A – 6

Roy

A – 6

tilt forward A – 10

dash A – 8

Samus

A – 6

tilt forward A – 10

dash A – 4

Sheik

A – 6

tilt forward A – 10

dash A – 12

Yoshi

A – 7

tilt forward A – 11

dash A – 11

Young Link

A – 8

tilt forward A – 14

dash A – 11

Zelda

A – 11

tilt forward A – 5

dash A – 2, then 14

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Items that throw fast/slow – This will show which items can be thrown fast and which are thrown slowly(Group B is average, which by far the vast majority of items are).

Group A

Fan

Group B

every single item not mentioned

Group C

Ray Gun / Super Scope

Group D

Lip’s Stick / Star Rod

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Items that can/can’t be thrown far – This will rank the items of SSBM according to how far they can be thrown UPWARDS.

1) Parasol

2) Screw Attack

3-6) Bob-omb / Capsules(containers) / Freezie / Green Shell

7-11) Beam Sword / HR Bat / Lip’s Stick / Star Rod / Super Scope

12) Fan

13) Hammer Head

14) Ray Gun

15) Pokeball

16) Mr. Saturn

17) Red Shell

18) Fire Flower

—Peach’s Turnips

19) Motion Sensor Bombs

—Link/Young Link’s Bombs

20) Flipper

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Item Throwing Power – measures how much power (damage done to victim) in which characters can throw items. Since every character but 5 of them have weaker than average power, and the rest have average/max. power, I’ll just list the characters who throw weaker than average, from weakest to strongest. Oh, and when I say 3%, 2%, and 1%, that doesn’t mean that percent less than normal power, that means all the attacks do 3, 2 or 1 DAMAGE less than normal damage done for each throw.

—IMPORTANT: This was tested with the Home Run Bat, and with some weaker items (in damage power, when thrown) don’t make any damage power difference, because the damage amount isn’t enough to make a difference, but overall, this list is highly accurate. ALSO, this list is APPROXIMATELY in a relatively same order as the item throwing power list(Pichu is worst), so I’ve decided to not do an item throwing distance list.

3% less than normal power – Pichu

2% less than normal power – Jigglypuff / Mr. Game & Watch / Zelda

1% less than average power – Ganondorf (he’s SUPPOSED to be strong, yet he’s got one of the weakest item throws in the game, lol, why would the programmers do something like that)

normal/average/maximum power – every other character

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Item Throwing Speed – this shows how fast (in frames) characters throw items in each direction, the 4 cardinal directions in air and on the ground, and the throwing speed while running (Dash A). For the sake of arguing I used a Green Shell for this test, since it’s easy to use for the test and has average throwing speed for an item, and for other items sometimes the “A” button can be replaced with the “Z” button. Also, this measures speed from the 1st frame in which characters throw the item, and NOT recovery time and NOT total time (total time is how long the attack lasts) of the throw. Here’s the list, in alphabetical order (BTW, the fastest/best overall is Sheik, Falco, and Fox, and the slowest/worst is definitely Bowser in every way, no contest there).

Also, before this, here is a list of the AVERAGE item throwing speed for all characters in ranking order and with rating to go by (measured by taking the starting times of all 9 different throw moves and dividing the SUM of those numbers by 9, in frames of course)

***Unlike all the others, Ice Climbers doesn’t have the same speed for each of the 9 individual moves as Link and Young Link do, but they average the same speed.

5.777 — (1) Sheik

6.000 — (2-3) Falco / Fox

6.555 — (4-8) DK / Dr. Mario / Luigi / Mario / Ness

6.666 — (9) Samus

6.888 — (10-12) Ice Climbers*** / Link / Young Link

7.111 — (13) Yoshi

7.222 — (14-15) Captain Falcon / Ganondorf

8.666 — (16-17) Jigglypuff / Kirby

10.00 — (18-19) Peach / Zelda

10.44 — (20-21) Pichu / Pikachu

10.88 — (22-23) Marth / Roy

11.11 — (24) Mr. Game & Watch

11.66 — (25) Mewtwo

17.66 — (26) Bowser (imagine that)

———-

Bowser

A / Forward A – 17

Back A – 19

Up A – 19

Down A – 17

Aerial A / Aerial Forward A – 15

Aerial Back A – 19

Aerial Up A – 16

Aerial Down A – 17

Dash A – 20

Captain Falcon

A / Forward A – 9

Back A – 8

Up A – 8

Down A – 8

Aerial A / Aerial Forward A – 6

Aerial Back A – 8

Aerial Up A – 6

Aerial Down A – 6

Dash A – 6

DK

A / Forward A – 10

Back A – 9

Up A – 10

Down A – 6

Aerial A / Aerial Forward A – 7

Aerial Back A – 9

Aerial Up A – 7

Aerial Down A – 7

Dash A – 9

Dr. Mario

A / Forward A – 7

Back A – 7

Up A – 9

Down A – 5

Aerial A / Aerial Forward A – 7

Aerial Back A – 7

Aerial Up A – 6

Aerial Down A – 7

Dash A – 4

Falco

A / Forward A – 7

Back A – 7

Up A – 6

Down A – 5

Aerial A / Aerial Forward A – 6

Aerial Back A – 7

Aerial Up A – 6

Aerial Down A – 6

Dash A – 4

Fox

A / Forward A – 7

Back A – 7

Up A – 6

Down A – 5

Aerial A / Aerial Forward A – 6

Aerial Back A – 7

Aerial Up A – 6

Aerial Down A – 6

Dash A – 4

Ganondorf

A / Forward A – 9

Back A – 8

Up A – 8

Down A – 8

Aerial A / Aerial Forward A – 6

Aerial Back A – 8

Aerial Up A – 6

Aerial Down A – 6

Dash A – 6

Ice Climbers

A / Forward A – 7

Back A – 7

Up A – 8

Down A – 10

Aerial A / Aerial Forward A – 7

Aerial Back A – 7

Aerial Up A – 6

Aerial Down A – 6

Dash A – 4

Jigglypuff

A / Forward A – 12

Back A – 12

Up A – 13

Down A – 7

Aerial A / Aerial Forward A – 9

Aerial Back A – 7

Aerial Up A – 7

Aerial Down A – 7

Dash A – 4

Kirby

A / Forward A – 10

Back A – 10

Up A – 10

Down A – 7

Aerial A / Aerial Forward A – 6

Aerial Back A – 6

Aerial Up A – 6

Aerial Down A – 6

Dash A – 6

Link

A / Forward A – 7

Back A – 7

Up A – 10

Down A – 6

Aerial A / Aerial Forward A – 6

Aerial Back A – 6

Aerial Up A – 6

Aerial Down A – 6

Dash A – 8

Luigi

A / Forward A – 7

Back A – 7

Up A – 9

Down A – 5

Aerial A / Aerial Forward A – 7

Aerial Back A – 7

Aerial Up A – 6

Aerial Down A – 7

Dash A – 4

Mario

A / Forward A – 7

Back A – 7

Up A – 9

Down A – 5

Aerial A / Aerial Forward A – 7

Aerial Back A – 7

Aerial Up A – 6

Aerial Down A – 7

Dash A – 4

Marth

A / Forward A – 11

Back A – 12

Up A – 12

Down A – 11

Aerial A / Aerial Forward A – 11

Aerial Back A – 12

Aerial Up A – 12

Aerial Down A – 11

Dash A – 6

Mewtwo

A / Forward A – 13

Back A – 12

Up A – 13

Down A – 13

Aerial A / Aerial Forward A – 12

Aerial Back A – 11

Aerial Up A – 12

Aerial Down A – 10

Dash A – 9

Mr. Game & Watch

A / Forward A – 11

Back A – 11

Up A – 11

Down A – 11

Aerial A / Aerial Forward A – 11

Aerial Back A – 11

Aerial Up A – 11

Aerial Down A – 11

Dash A – 12

Ness

A / Forward A – 7

Back A – 7

Up A – 9

Down A – 5

Aerial A / Aerial Forward A – 7

Aerial Back A – 7

Aerial Up A – 6

Aerial Down A – 7

Dash A – 4

Peach

A / Forward A – 10

Back A – 10

Up A – 11

Down A – 9

Aerial A / Aerial Forward A – 9

Aerial Back A – 9

Aerial Up A – 10

Aerial Down A – 10

Dash A – 12

Pichu

A / Forward A – 12

Back A – 9

Up A – 12

Down A – 14

Aerial A / Aerial Forward A – 12

Aerial Back A – 12

Aerial Up A – 12

Aerial Down A – 8

Dash A – 3

Pikachu

A / Forward A – 12

Back A – 9

Up A – 12

Down A – 14

Aerial A / Aerial Forward A – 12

Aerial Back A – 12

Aerial Up A – 12

Aerial Down A – 8

Dash A – 3

Roy

A / Forward A – 11

Back A – 12

Up A – 12

Down A – 11

Aerial A / Aerial Forward A – 11

Aerial Back A – 12

Aerial Up A – 12

Aerial Down A – 11

Dash A – 6

Samus

A / Forward A – 8

Back A – 7

Up A – 8

Down A – 5

Aerial A / Aerial Forward A – 6

Aerial Back A – 8

Aerial Up A – 6

Aerial Down A – 6

Dash A – 6

Sheik

A / Forward A – 7

Back A – 7

Up A – 6

Down A – 4

Aerial A / Aerial Forward A – 6

Aerial Back A – 7

Aerial Up A – 6

Aerial Down A – 5

Dash A – 4

Yoshi

A / Forward A – 8

Back A – 7

Up A – 7

Down A – 7

Aerial A / Aerial Forward A – 7

Aerial Back A – 7

Aerial Up A – 7

Aerial Down A – 7

Dash A – 7

Young Link

A / Forward A – 7

Back A – 7

Up A – 10

Down A – 6

Aerial A / Aerial Forward A – 6

Aerial Back A – 6

Aerial Up A – 6

Aerial Down A – 6

Dash A – 8

Zelda

A / Forward A – 10

Back A – 10

Up A – 11

Down A – 9

Aerial A / Aerial Forward A – 9

Aerial Back A – 9

Aerial Up A – 10

Aerial Down A – 10

Dash A – 12

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Fire Flower/Ray Gun shooting speed STARTING TIME (Ray Gun shooting speed TOTAL TIME for every character is 29 frames, and Fire Flower shooting speed TOTAL TIME averages about 40 frames)

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Home Run Contest Home Run (abbreviation for “Home Run” is HR) Bat distance it knocks sandbag at various damages – rates how far sandbag gets knocked from the HR Bat from his normal position in the HRC (in center of the platform). At various damages, this rates how far it knocks sandbag. The damage will be displayed on the far left, and there will be 3 sets of numbers after it.

distance knocked when you hit sandbag with… TIP of HR bat (a.k.a. a “tipper” hit) / with center of HR bat / when close to sandbag.

In that same order, so it’s

Damage of sandbag – when hit… from bat’s tip / from bat’s center / at close-range

Also, the 20% damage done to sandbag “AFTER” a hit DOES NOT COUNT, only the damage of sandbag BEFORE you hit it with the HR Bat counts. This goes for every move(even when not in HRC), that ONLY THE DAMAGE OF A CHARACTER —BEFORE— A HIT COUNTS FOR THE DISTANCE IT SENDS A CHARACTER. This can be proven with a cloaking device, which characters with it on can be knocked a distance but won’t take any damage.

This is measured in FEET, NOT METERS even though the game was originally designed to go by meters, because if you noticed the game skips from 0.3’s and 0.4’s, because a meter is approximately 3.280839895 feet (however secretagenthomas informed me that SSBM goes by 3.2809688582 feet pet meter) so that’s why every exact decimal in the distance number in the FEET section is not possible to get.

NOTE: A TINY little bit if these might be off a bit(a fraction of a foot at most, some by typo’s and some by a mistake in testing), but overall these are more accurate then you’ll ever find ANYWHERE(except maybe in sdskeeto’s HRC guide at gamefaqs.com which I helped him with).

—Here’s a little bit of useful information to help make decisions when playing the HRC: The difference between a close range hit, a middle hit, and a tipper hit, is each a teeny tad more than 3% worth of damage on the sandbag. In other words, hitting the sandbag at 6% with a close range hit is VERY SLIGHTLY LESS than hitting it at 0% with a tipper, ALWAYS.

Damage of sandbag – when hit from… bat’s tip / bat’s center / close-range or near handle(not a no-ping hit, just a close range hit)

Note: data 0-180 ft. was made ALL by me, data 181-269 was made mostly by sdskeeto (or at least from his FAQ).

—————————

This is for the lowest possible damage a “super move” needs to be at to hit FARTHER than a tipper hit (in the center of the platform of course)

Flare Blade (50% w/ explosion) – 20%+

Flare Blade (41%) – 28%+ (has the potential to hit farther that any other move except Roy’s Counter and Mr. Game & Watch’s Oil Panic moves, even more than a 50% F.B., but that’s when the sandbag is at (approx.) 120%+)

Jigglypuff’s Rest – 69%+

Pichu fully charged Skull Bash – 95%+

Bowser fully charged Forward Smash – 120%+

Mr. Game & Watch #9 Judgement – 138%+

Warlock Punch (30%) – 156%+

DK’s fully charged Giant Punch – somewhere around 200%+

—Falcon Punch (27%, more KO power in air) – use only this to hit sandbag, as C. Falcon’s bat smash hits mainly up and not very far horizontally.

—Peach’s Bob-omb is very very rare (1/300 supposively) so it’s really hard to measure the value at which it’s stronger/weaker than a HR Bat tipper hit, but at really high damages it’s stronger than a tipper hit.

–a no-ping hit is stronger than a tipper until around 120%+ where a tipper hit is stronger.

Note: most (about 2/3 of it) of this “special moves that hit farther than a HR bat tipper hit” was made my sdskeeto, and some of the HRC damages I took from his FAQ(though I did by far most of it)

—Note: Total Time for most character’s HRB smash attack is 79 frames, but Captain Falcon’s HRB smash (when you hold A) is 76 frames, Yoshi’s is 78 frames, Ganondorf’s HRB smash is 82 frames (as well as Captain Falcon’s HRB smash when you just tap A) and Bowser’s HRB smash is 85 frames total time.

—When turning around to run in the opposite direction that you’re facing, you lose 1 frame.

—When turning around to walk in the opposite direction that you’re facing, you lose 11 frames.

–

21 frames – Pichu / Pikachu / Sheik

–

23 frames – Dr. Mario / Luigi / Mario / Zelda

24 frames – Falco / Peach

25 frames – Ice Climbers

26 frames – Jigglypuff

–

28 frames – Captain Falcon / Ganondorf / Mr. Game & Watch

29 frames – Samus

30 frames – Fox

31 frames – Kirby / Ness

32 frames – Link

–

–

35 frames – Young Link

36 frames – Yoshi

37 frames – Mewtwo

–

–

–

–

–

–

44 frames – Roy

45 frames – Bowser

–

–

48 frames – DK

–

–

51 frames – Marth

________________________________________
Jigglypuff Sing (and other put to sleep moves) Escape Speed Formula – this formula will measure how long Jigglypuff’s Sing move will put a foe to sleep.

“t” is the time a character will be asleep(counting by frames, so to convert the frames into seconds simply divide your answer by 60)

“d” is the victims damage amount

“b” is how many times the victim presses the buttons to escape quicker

“w” is the variable on how long it takes certain characters to wake up (like when they open their eyes and shake their head and stuff).

—For Mewtwo, “w” = 50

—For Jigglypuff and Kirby “w” = 76

—For the other 23 characters, “w” = 60

Up B – Starting Time – 28 frames (0.4666 sec)

Up B – Total Time – 179 frames (2.98333 sec)

(Down B lasts 249 frames or 4.15 sec)

CHEAP TRICK: To stall a timed match that you are winning, use Sing over and over on a high damaged foe.

NOTE: You can increase the time a victim stays asleep by tacking on moves that damage a foe but don’t stun them (Fox’s Blaster, Mario’s Cape, and Dr. Mario’s Super Sheet). This makes a team of Fox and Jigglypuff really effective.

The formula is…

t = (2d + 95 – 7b) + w

***NOTE – “w” is put alone because it’s not affected by the rest of the formula for escaping the sleep-mode. In other words, the “wake-up animation” looks the same all the time, and during the time that it’s occurring, jamming on the control stick or buttons won’t make it go by any faster. This means that no matter how fast your hands are, you won’t be able to speed up the end of the wake-up-process completely until that part is finished. This is good news for Mewtwo, but bad news for the 2 puffballs.

Here is how long (in frames) a character will be asleep when the victim doesn’t try to “escape” (so without counting the “7b” part of the formula) counting by every 5 damages. For every damage, you’ll be asleep for 2 more frames, so every 5% you’ll be asleep for 10 frames longer. This means that a mere 30% of damage adds another whole second to the time your victim will stay asleep.

—Note: since 23 of the 26 characters have the same “w” value, I used that one (w = 60) for the list below. Majority rule applies.

—————0% – 155 (2.58333 sec)

5% – 165

10% – 175

15% – 185

20% – 195

25% – 205

30% – 215

35% – 225

40% – 235

45% – 245

—————50% – 255 (4.25 sec)

55% – 265

60% – 275

65% – 285

70% – 295

75% – 305

80% – 315

85% – 325

90% – 335

95% – 345

—————100% – 355 (5.91666 sec)

105% – 365

110% – 375

115% – 385

120% – 395

125% – 405

130% – 415

135% – 425

140% – 435

145% – 445

—————150% – 455 (7.58333 sec)

155% – 465

160% – 475

165% – 485

170% – 495

175% – 505

180% – 515

185% – 525

190% – 535

195% – 545

—————200% – 555 (9.25 sec)

205% – 565

210% – 575

215% – 585

220% – 595

225% – 605

230% – 615

235% – 625

240% – 635

245% – 645

—————250% – 655 (10.91666 sec)

255% – 665

260% – 675

265% – 685

270% – 695

275% – 705

280% – 715

285% – 725

290% – 735

295% – 745

—————300% – 755 (12.58333 sec)

305% – 765

310% – 775

315% – 785

320% – 795

325% – 805

330% – 815

335% – 825

340% – 835

345% – 845

—————350% – 855 (14.25 sec)

355% – 865

360% – 875

365% – 885

370% – 895

375% – 905

380% – 915

385% – 925

390% – 935

395% – 945

—————400% – 955 (15.91666 sec)

—————999% – 2153 (35.88333 sec)

—adds 1 second every 30% (without trying to escape it)

—doubles original time stuck in move (155 frames) at 77.5% (on average at least, without trying to escape it)

—from 0% to 999%, there’s approximately a 13.89 times increase in the amount of times longer Sing lasts (on average at least, without trying to escape it)

________________________________________
Mewtwo Disable Escape Speed Formula – the formula for how long it takes the victim to escape Disable can be found by this formula, and the variables are the following: “t” is the time(in frames) a foe will be disabled, “b” is the amount of times the victim presses the buttons on the control stick for escaping quicker(1 rotation of the control stick = 4 button presses, and every button press is 6 frames less you’ll be trapped by the move), and “d” is the damage of the victim Disabled.

Down B – Starting Time – 15 frames (0.25 sec)

Down B – Total Time – 39 frames (0.65 sec)

The formula is…

t = 0.6d + 95 – 6b

NOTE: Due to the 1% damage that the move itself does, it starts out on frame 96 and goes on from there, so for my list I start it at frame 96 instead of frame 95.

Here is how long (in frames) a character will be stuck in Disable, counting by every 5 damages. For every damage, you’ll be Disabled for 0.6 frames, so every 5% you’ll be Disabled for 3 frames longer.

—————0% – 96 (1.6 sec)

5% – 99

10% – 102

15% – 105

20% – 108

25% – 111

30% – 114

35% – 117

40% – 120

45% – 123

—————50% – 126 (2.1 sec)

55% – 129

60% – 132

65% – 135

70% – 138

75% – 141

80% – 144

85% – 147

90% – 150

95% – 153

—————100% – 156 (2.6 sec)

105% – 159

110% – 162

115% – 165

120% – 168

125% – 171

130% – 174

135% – 177

140% – 180

145% – 183

—————150% – 186 (3.1 sec)

155% – 189

160% – 192

165% – 195

170% – 198

175% – 201

180% – 204

185% – 207

190% – 210

195% – 213

—————200% – 216 (3.6 sec)

205% – 219

210% – 222

215% – 225

220% – 228

225% – 231

230% – 234

235% – 237

240% – 240

245% – 243

—————250% – 246 (4.1 sec)

255% – 249

260% – 252

265% – 255

270% – 258

275% – 261

280% – 264

285% – 267

290% – 270

295% – 273

—————300% – 276 (4.6 sec)

305% – 279

310% – 282

315% – 285

320% – 288

325% – 291

330% – 294

335% – 297

340% – 300

345% – 303

—————350% – 306 (5.1 sec)

355% – 309

360% – 312

365% – 315

370% – 318

375% – 321

380% – 324

385% – 327

390% – 330

395% – 333

—————400% – 336 (5.6 sec)

—————999% – 696??? (11.6 sec)

—adds 1 second every 100% (without trying to escape it)

—doubles original time stuck in move (96 frames) at 160% (without trying to escape it)

—from 0% to 999%, there’s approximately a 7.24 times increase in the amount of times longer Disable lasts (without trying to escape it)

________________________________________
DK Forward B Escape Speed Formula – the formula for how fast it takes the victim to escape being stuck in the ground can be found by this formula, and the variables are the following: “t” is the time(in frames) a foe will be stuck in the ground, “b” is the amount of times the victim presses the buttons on the control stick to escape quicker (1 rotation of the control stick = 4 button presses, and every button press is 6 frames less you’ll be trapped by the move), and “d” is the damage of the victim that is in the ground.

Forward B – Starting Time – 20 frames (0.333 sec)

Forward B – Total Time – 59 frames (0.98333 sec)

The formula is…

t = 0.7d + 99 – 6b

NOTE: Due to the 5% damage that the move itself does (it does 10% in air but that doesn’t matter), it starts out on frame 99 and goes on from there, so for my list I start it at frame 102 instead of frame 96.

Here is how long (in frames) a character will be stuck in the ground, counting by every 10 damages(5% wouldn’t come out evenly, it would go by 3.5’s). For every damage, you’ll be stuck in the ground for 0.7 frames, so every 10% you’ll be stuck in the ground for 7 frames longer.

—————0% – 102 (1.7 sec)

10% – 111

20% – 118

30% – 125

40% – 132

—————50% – 137 (2.28333 sec)

60% – 146

70% – 153

80% – 160

90% – 167

—————100% – 172 (2.8666 sec)

110% – 181

120% – 188

130% – 195

140% – 202

—————150% – 207 (3.45 sec)

160% – 216

170% – 223

180% – 230

190% – 237

—————200% – 242 (4.0333 sec)

210% – 251

220% – 258

230% – 265

240% – 272

—————250% – 277 (4.61666 sec)

260% – 286

270% – 293

280% – 300

290% – 307

—————300% – 312 (5.2 sec)

310% – 321

320% – 328

330% – 335

340% – 342

—————350% – 347 (5.78333 sec)

360% – 356

370% – 363

380% – 370

390% – 377

—————400% – 382 (6.3666 sec)

—————999% – 798 (13.3 sec)

—doubles original time stuck in move (102 frames???) at 145% ????????

—adds 1 second every around 85% or so (without trying to escape it) ????

—from 0% to 999%, there’s approximately a 8 times increase in the amount of times longer the move lasts (without trying to escape it)

________________________________________
DK Carry Move Escaping Speed Formula – the formula for how long you’ll be held in DK’s carry move is determined by the following formula.

“b” = the amount of times you need to press the buttons on the control stick to escape.

“d” = damage of the character that DK is carrying.

The formula is…

b = 0.08d + 14

Why? Because you start at needing to press the buttons on the control stick 14 times to escape DK’s hands from 0-13% (or more accurately 0 – 12.5%, but it rounds up) and every 12.5% more you need to do it press it an extra time. Also, once complete rotation of the control stick is the same as pressing the buttons on the controller 4 times, and 1/4 if a rotation is the same as pressing the buttons on the controller 1 time. Here’s a short list of how many times you need to press the buttons on the controller to escape DK’s carry move (not including the 10% you and DK receive from you escaping his carry move while he’s carrying you). Also, this works out as you needing to press the buttons on the controller 8 times extra from 14 for every 100% you have, and I’m positively sure that this formula and list(I tested it many times myself) is correct. Here’s how many times you need to press the buttons on the control stick to escape his carry move.

0-12% – 14 times

13-24% – 15 times

25-37% – 16 times

38-49% – 17 times

50-62% – 18 times

63-74% – 19 times

75-87% – 20 times

88-99% – 21 times

…then it’s the same thing with the 100’s, just 8 more button presses(or 2 complete rotations of the control stick) is needed than the last one before it.

100-112% – 22 times

200-212% – 30 times

300-312% – 38 times

400-412% – 46 times

500-512% – 54 times

600-612% – 62 times

700-712% – 70 times

800-812% – 78 times

900-912% – 86 times

988-999% – 93 times

—doubles time (really button presses or control stick rotations) stuck in Carry every 175%

The formula for escaping a grab (NOT special grabs, like Bowser’s Koopa Klaw) is the following. The variables are, as you probably know, “t” = time(in frames) stuck in a grab, “b” = amount of times victim presses buttons to escape quicker, and “d” = damage of victim.

Most Grabs – Starting Time – 7 frames (0.11666 sec)

Most Grabs – Total Time – 30 frames (0.5 sec)

Most Dash Grabs – Starting Time – 11 frames (0.18333 sec)

Most Dash Grabs – Total Time – 40 frames (0.666 sec)

The formula is…

t = 1.6d + 76 – 6b

At 0%, without any usage of the analog stick or any buttons, it takes exactly 76 frames (1.26666…) to escape a grab. On average, every damage more an opponent receives, the time they’re stuck in a grab is increased by 1.6 frames. Since the game doesn’t have fractions of a frame, it goes like this for every 5% an opponent receieves(and then the process/pattern continues). +2 frames, +2 frames, +1 frame, + 2 frames, + 1 frame. That’s how it works. I also found that every flash when Mew2 grabs you occurs exactly 24 frames apart (and the 1st one starts on the 3rd frame of the grab), which is the exact same speed as Falco’s laser when it’s shot on the ground rapidly (except for the 1st shot, which starts on frame 23). Also, here is a general list of what affects escaping a grab by how much.

—–Press A, B, L, R, X, Y, or Z – 6 frames is reduced from the time you’d be held in a grab.

—–Press The Analog stick in 1 of the 4 cardinal directions(angles don’t count) – 6 frames is reduced from the time you’re held in a grab (24 frames is reduced after 1 complete rotation of the analog stick, so 2 and 1/2 rotations reduces the time by 1 second).

The characters that shock you when they’re holding you(except Ice Climbers with both of them) with they’re grab+A move, which include(in no specific order)…

1) Mewtwo

2) Pichu

3) Pikachu

4) Zelda

5) Ice Climbers(with both of them, by pressing A really really fast)

…stun a grabbed foe for for 5 frames, and every single other character in the game stuns a foe for only 3 frames. Yes, you can actually increase the time a character is held by pressing A to attack them in a grab. The total time for ever A attack (in a grab) is EXACTLY 26 frames, so that means that you’ll be able to shock a foe with Mew2, Pika/Pichu, Zelda and the 2 Ice Climbers about 1 more time in 12 or 13 times than you’d be able to do with another character, which gives those 5 characters an very very very slight advantage over other characters when you hold and attack them.

Here’s a little list on the amount of frames a character is held in a grab at each damage percentage(counting by 5’s)

—————0% – 76 (1.2666 sec)

5% – 84

10% – 92

15% – 100

20% – 108

25% – 116

30% – 124

35% – 132

40% – 140

45% – 148

—————50% – 156 (2.6 sec)

55% – 164

60% – 172

65% – 180

70% – 188

75% – 196

80% – 204

85% – 212

90% – 220

95% – 228

—————100% – 236 (3.9333 sec)

105% – 244

110% – 252

115% – 260

120% – 268

125% – 276

130% – 284

135% – 292

140% – 300

145% – 308

—————150% – 316 (5.2666 sec)

155% – 324

160% – 332

165% – 340

170% – 348

175% – 356

180% – 364

185% – 372

190% – 380

195% – 388

—————200% – 396 (6.6 sec)

205% – 404

210% – 412

215% – 420

220% – 428

225% – 436

230% – 444

235% – 452

240% – 460

245% – 468

—————250% – 476 (7.9333 sec)

255% – 484

260% – 492

265% – 500

270% – 508

275% – 516

280% – 524

285% – 532

290% – 540

295% – 548

—————300% – 556 (9.2666 sec)

305% – 564

310% – 572

315% – 580

320% – 588

325% – 596

330% – 604

335% – 612

340% – 620

345% – 628

—————350% – 636 (10.6 sec)

355% – 644

360% – 652

365% – 660

370% – 668

375% – 676

380% – 684

385% – 692

390% – 700

395% – 708

—————400% – 716 (11.9333 sec)

—————999% – 1674 (27.9 sec)

—adds 1 second every 37.5% (without trying to escape it)

—doubles original time stuck in move (76 frames) at 47.5% (without trying to escape it)

—from 0% to 999%, there’s approximately a 22.026316 times increase in the amount of times longer Disable lasts (without trying to escape it)

________________________________________
Fire Attacks – this is a list of every fire attack in the game (and remember, fire melts ice, like Ice Climbers and especially Freezie’s make, and that they can do to you, so if your foe is in ice DON’T use on of these attacks on him/her, but if your TEAMMATE is in ice, and “Friendly Fire” is on, then use one of these attacks to free him/her)

—Press Z in air (to have Popo release the Fire Flower in air and then almost instantly have Nana grab it).

—Press and hold A for Nana to use the Fire Flower.

—While still holding A, press Down B.

Popo and Nana will then do their Blizzard attack and then Nana will be on Fire (holding the Fire Flower with fire coming out of it constantly) the whole time (unless you drop it or get KO’d then the trick will stop although you can still perform it again). The fire coming out sadly won’t do anything but look cool, and thankfully won’t actually be using the Fire Flowers energy up.

*Please note that I am the first known person to have discovered this and posted it online, due to my experimenting and geek crap and stuff.

________________________________________
Weight – measures how far characters get knocked HORIZONTALLY, or left and right. This list was tested from the Mushroom Kingdom 2 weight scale.

— 117 — (1) Bowser

— 114 — (2) DK

— 110 — (3) Samus

— 109 — (4) Ganondorf

— 108 — (5) Yoshi

— 104 — (6-7) Captain Falcon / Link

— 100 — (8-10) Dr. Mario / Luigi / Mario

— 94 — (11) Ness

— 90 — (12-14) Peach / Sheik / Zelda

— 88 — (15) Ice Climbers

— 87 — (16) Marth

— 85 — (17-19) Mewtwo / Roy / Young Link

— 80 — (20-21) Falco / Pikachu

— 75 — (22) Fox

— 70 — (23) Kirby

— 60 — (24-25) Jigglypuff / Mr. Game & Watch

— 55 — (26) Pichu

Credits: Blake Mutschler and Aaron Kurtz (and me of course for fixing the mistakes they made and adding Misc. related data about it)

————————————————–

now this is for PAL version which is slightly different from NTSC version which I have; Credits for this part goes to Neophos (and me a bit)

— 118 — (1) Bowser

— 114 — (2) DK

— 111 — (3) Yoshi

— 110 — (4) Samus

— 109 — (5) Ganondorf

— 104 — (6-7) Captain Falcon / Link

— 100 — (8-9) Dr. Mario / Luigi

— 98 — (10) Mario

— 94 — (11) Ness

— 90 — (12-14) Peach / Sheik / Zelda

— 88 — (15) Ice Climbers

— 85 — (16-19) Marth / Roy / Young Link / Mewtwo

— 80 — (20-21) Falco / Pikachu

— 74 — (22) Kirby

— 73 — (23) Fox

— 60 — (24-25) Jigglypuff / Mr. Game & Watch

— 55 — (26) Pichu

Kirby + 4

Yoshi + 3

Bowser + 1

Marth – 1

Fox – 2

Mario – 2

-also

–ALL items (except Fans, which weight nothing at all) have a weight of EXACTLY 1 on this scale

–Transforming into Metal multiplies your weight by 3

–Transforming into Giant multiplies your weight by 1.6

–Transforming into Tiny divides your weight by 1.6 (which is the same as multiplying by 0.625)

Note: to find out how fast a character makes the weight platforms go down, just subtract their weight value by “about” 40. This means that Pichu (55) moves the weight platform 1/2 as fast as Kirby (70) does. Not like this is important or anything, just thought you might have wanted to know.

Note: anyone with a weight of 85 or less can be knocked over by Fox’s Reflector.

________________________________________
Item Pick-up speeds – shows how fast characters pick up items lying on the ground when he/she presses A to pick them up.

Best/Average: the 21 characters not mentioned

Pickup Speed: 2 frames

Total Time: 7 frames

Below Average: Captain Falcon / Ganondorf / Marth / Roy

Pickup Speed: 3 frames

Total Time: 7 frames

Worst: Mr. Game and Watch

Pickup Speed: 4 frames

Total Time: 11 frames

________________________________________
Barrel/Crate Pick-Up Time – shows how long (in frames) it takes characters to pick up Barrels/Crates/Party Balls (first number is the actual starting time when it’s technically in your character’s hands, and the second number is the total time to fully pick the barrel/crate before you can walk or throw it)

3 / 19 – Bowser

4 / 19 – DK

–

–

–

3 / 23 – Mewtwo / Yoshi

3 / 24 – Captain Falcon / Ganondorf / Samus

–

–

3 / 26 – Dr. Mario / Ice Climbers / Luigi / Mario / Ness

–

–

14 / 29 – Mr. Game & Watch

–

5 / 31 – Peach / Zelda

–

4 / 33 – Kirby

4 / 34 – Link / Young Link

–

–

5 / 37 – Falco / Fox / Sheik

–

4 / 39 – Pichu / Pikachu

–

–

–

4 / 43 – Roy

9 / 43 – Marth

–

–

–

–

–

4 / 49 – Jigglypuff

________________________________________
Barrel/Crate Carrying Speed – shows how fast each character walks while carrying a Barrel or Crate.

1) DK***

2) Mewtwo

3) Ganondorf

4) Captain Falcon

5) Samus

6) Bowser

7) Zelda

8) Pikachu

9) Peach

10) Link

11) Sheik

12) Luigi

13) Young Link

14) Pichu

15-16) Dr. Mario / Mario

17) Yoshi

18-19) Kirby / Marth

20) Ness

21) Falco

22) Mr. Game & Watch

23) Roy

24) Jigglypuff

25) Ice Climbers

26) Fox

***For DK, on Giant/Tiny Melee and with Super/Poison Mushrooms, DK walks at the same speed as he does when he’s normal size, so a [tiny] DK carrying a crate is FASTER than a tiny Captain Falcon running.

________________________________________
Walking Speed

a “>” means that the character to the left of the “>” ACCELERATES to his/her top speed QUICKER than the character to the right of the “>”

a “=” means the two or three characters between the “=” have the same exact acceleration.

1-2) Fox > Marth

3) Falco

4-5) Pichu = Pikachu

6-10) Link = Sheik = Young Link > DK > Roy

11) Yoshi

12-15) Dr. Mario = Luigi = Mario > Mr. Game & Watch

16-17) Mewtwo = Samus

18) Ice Climbers

19-21) Peach > Captain Falcon > Kirby

22) Ness

23) Ganondorf

24-25) Zelda > Jigglypuff

26) Bowser

________________________________________
Running Speed

a “>” means that the character to the left of the “>” ACCELERATES to his/her top speed QUICKER than the character to the right of the “>”

a “=” means the two or three characters between the “=” have the same exact acceleration.

Note: Acceleration was measured with the BUNNY HOOD on, no matter how small and impossible-to-tell the difference (as long as one of my 10000 tests showed a difference than I put the difference down in this list)

1) Captain Falcon

2) Fox

3-5) Sheik > Pikachu > Marth

6) Pichu

7-10) Young Link > Roy > Yoshi > DK

11-15) Falco > Dr. Mario = Mario > Mr. G&W > Bowser

16-20) Samus > Kirby = Mewtwo > Ice Climbers > Ness

21) Ganondorf

22) Luigi

23-24) Link > Peach

25-26) Jigglypuff > Zelda

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Average Falling Speed – this list shows approximate average falling speed, in other words it factors in falling speed acceleration AND falling speed top speed, because the test was Mewtwo’s up throw on Final Destination on every character, showing the exact percentage that they get KO’d on, which has factors of both falling speed acceleration and top speed (possible 1% or so of it might have to do with Weight). Note that this test isn’t “perfect” for testing exact “average” falling speed, as some tests, like with Pikachu and Pichu, Pichu dies 1% earlier than Pikachu even though they have the same exact falling speed and acceleration (my guess is that it has something to do with weight factoring in it somehow) but this list should be pretty useful if you were ever curious about it.

159% – Falco

152% – Fox

151% – Captain Falcon

128% – DK / Roy

118% – Ganondorf / Sheik

117% – Link / Marth / Young Link

116% – Bowser

108% – Pikachu

107% – Pichu / Yoshi

103% – Ness

101% – Dr. Mario / Mario / Mr. Game & Watch

98% – Ice Climbers

97% – Mewtwo

96% – Kirby / Peach

95% – Luigi / Samus

92% – Zelda

86% – Jigglypuff

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Falling Speed – shows how fast characters fall, in their TOP speed (not to be confused with “falling speed ACCELERATION”, which Fox is by far the fastest in)

a “>” means that the character to the left of the “>” ACCELERATES to his/her top speed QUICKER than the character to the right of the “>”

a “=” means the two or three characters between the “=” have the same exact acceleration.

Example: Sheik > Link = Young Link

this means that Sheik starts her fall quicker than Link and Young Link, and that Link starts his fall at the same exact speed as Young Link, but all 3 of those characters have the same top speed in a normal fall.

1) Falco

2) Captain Falcon

3) Fox***

4-5) Roy > DK

6) Marth

7-9) Sheik > Link = Young Link

10) Ganondorf

11) Yoshi

12-14) Bowser > Pichu = Pikachu

15) Ness

16-18) Dr. Mario = Mario = Mr. Game and Watch

19-21) Ice Climbers > Kirby > Luigi

22-23) Mewtwo > Peach

24-25) Zelda > Samus

26) Jigglypuff

***Fox may have the fastest acceleration in falling speed (that means when he starts to fall, he starts falling the quickest for the 1st 1/2 a second or so) but Captain Falcon and Falco have a faster top speed in falling speed. Test it at Hyrule Temple if you don’t believe me, and that’s probably why there is so much arguments between who falls faster, Falco or Fox. Fox has quicker acceleration, but Falco (and also Captain Falcon) has a higher top speed when they fall.

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Fast-Fall Falling Speed – this is when you tap down on the control stick to fall faster, values may not be exact, but I assure you they are accurate to at LEAST 0.5%, but I have tried yet failed to get them to 0.1% accuracy (it’s a hell of a lot harder than you would think, trust me). Also, everything between Pikachu and Ness/Y.Link are actually all the same percentage amount apart, despite what the decimals may say (due to things being rounded, blada blada blada, etc.)

100% ———- Captain Falcon / Falco

97.5% ——— Fox

86% ———– Link / Sheik

85% ———– DK

84% ———– Yoshi

83% ———– Roy

77.5% ——— Pikachu

74.5% ——— Ganondorf

72% ———– Marth / Pichu

69% ———– Bowser

66.5% ——— Dr. Mario / Mario / Mewtwo / Mr. G&W / Samus

63.5% ——— Ness / Young Link

57.5% ——— Ice Climbers / Kirby / Luigi / Peach

53.5% ——— Zelda

46% ———– Jigglypuff

***Bowser Bomb ~ 213%

***Yoshi Bomb ~ 160%

***Kirby’s Rock ~ 129% (same as Pikachu/Pichu’s Thunder)

***Metal Coat ~ 1.99 (both falls)

***Giant Melee ~ 1.52 (normal fall ~ 1.49)

***Super Mushroom ~ 1.52 (normal fall ~ 1.49)

***Bunny Hood ~ 1.49 (both falls)

***Poison Mushroom ~ 0.67 (normal fall ~ 0.68)

***Tiny Melee ~ 0.57 (normal fall ~ 0.58)

***Giant Melee + Super Mushroom ~ 2.09 (Super Mushroom X 1.375)

***Giant Melee + Poison Mushroom ~ 0.91 (Poison Mushroom X 0.6)

***Tiny Melee + Super Mushroom ~ 0.78 (Super Mushroom X 1.375)

***Tiny Melee + Poison Mushroom ~ 0.46 (Poison Mushroom X 0.8)

***Young Link only increases his falling speed “about” 1.015 times when he fast-falls, and because the approximate (maybe exact) difference of falling speeds to fast-fall falling speeds is about 2%, then when he’s on Tiny Melee, he can actually SLOW HIMSELF DOWN (very very slightly) when he fast-falls on Tiny Melee. So on Tiny Melee, Young Link’s “fast-fall” is really more like a “slow-fall”. This was obviously overlooked flaw in the game designers programmed formulas for each item in how it affects the characters’ stats, like how it is with Snaking and Spaceflying in F-Zero GX.

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Damage Kirby’s Vacuum attack does when Kirby spits his foe out with the “A” button – Depending on which character Kirby spits out, if the character (in the shape of a yellow star) hits a foe it can do anywhere between 9-19% (not 11% though). Usually the star does more % to any unlucky foe who gets hit by it if the character Kirby’s spitting out is big and/or heavy (for some exceptions like with Fox and Falco, who are relatively small for their power and it’s a little weird since Fox does more damage than Falco does to enemies)

—Side note, characters on Giant Melee and/or with a Super Mushroom do more damage than normal-sized characters do, and characters on Tiny Melee and/or with a Poison Mushroom do less damage than normal-sized characters do. Size matters here.

19% – Bowser / DK

18% – Captain Falcon / Ganondorf / Link / Samus / Yoshi

17% – Dr. Mario / Luigi / Mario / Mewtwo

16% – Fox / Ice Climbers / Ness

15% – Falco / Marth / Peach / Roy / Sheik / Zelda

14% – Young Link

13% – Mr. Game & Watch / Pikachu

12% – Kirby

–

10% – Jigglypuff

9% – Pichu

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Yoshi’s Egg Size List – This [sadly] almost useless list is how big the APPEARANCE of various characters are in Yoshi’s Egg (from Yoshi’s B move). Sadly, near when I was finished, I found out that this doesn’t matter even 1% since the appearance is different than the actual spot where the trapped-in-an-egg-character gets hit, like Link gets hit at a slightly higher point than Falco, and Link is slightly smaller in Yoshi’s egg. Oh well, it’s pretty accurate to the hit-able size in the egg, and at least 100% accurate on the appearance of the egg, while it might only be 90% accurate in terms of the actual “invisible” target size outside it. Here’s the list from biggest to smallest (even though the smaller the egg, the better for the victim trapped inside the egg, since you’re a smaller target)

1) Bowser

2) DK

3-4) Ganondorf / Mewtwo

5-9) Captain Falcon / Marth / Roy / Samus / Yoshi

10) Falco

11) Link

12-15) Ice Climbers / Mr. Game & Watch / Peach / Zelda

16-20) Dr. Mario / Luigi / Mario / Ness / Sheik

21-22) Fox / Young Link

23) Jigglypuff

24-25) Kirby / Pikachu

26) Pichu

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Shield Size List – shows the order of the character’s shields, from biggest to smallest (this does NOT compare Shield Size to Body Size RATIOS, just Shield Size, and some of the rankings near the middle and bottom are EXTREMELY close, and I rechecked my work A LOT, especially the big Z shield on Giant Melee and sometimes even with Super Mushrooms to check my work over and over and over again, so it’s the best I could possibly do, which is obviously the best known list to go by)

1) Bowser (by far)

2) DK

3-5) Ganondorf / Mewtwo / Sheik

6) Zelda

7) Captain Falcon

8-9) Link / Samus

10-12) Falco / Fox / Ness

13-14) Kirby / Peach

15-16) Luigi / Marth

17) Roy

18-20) Ice Climbers / Jigglypuff / Pichu

21-22) Dr. Mario / Mario

23) Young Link

24) Mr. Game & Watch

25) Pikachu

*Yoshi’s Egg Shield is an oval shape, doesn’t shrink in size as time goes on, and can’t become bigger by holding R/L lightly or by pressing Z (although you can increase the lasting time by holding Z, which will also reduce your traction by doing so) so that’s why it can’t be put into my list.

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Shield Release Recovery Time – this rates how much of a lag there is after you release the shield button (R, L, and sometimes used is Z).

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Ducking ability list – How low a character can duck or crouch down by pressing down on the control stick.

1) Kirby

2) Jigglypuff

3) Mr. Game & Watch

4) Sheik

5) Pichu

6) Ness

7) Pikachu

8) Yoshi

9-10) Dr. Mario*** / Mario***

11) Luigi***

12-13) Marth*** / Roy***

14) Ice Climbers

15-16) Peach / Zelda

17) Fox

18) Young Link

19) Falco

20) DK

21) Captain Falcon

22) Samus

23) Link

24) Ganondorf

25) Bowser

26) Mewtwo

*** – Mario and Dr. Mario and Luigi duck lower than Marth and Roy, BUT, when Mario and Luigi turn their heads while ducking, to look left and right, it makes Marth and Roy duck lower in the long run. Also, Roy may or may not duck lower than Marth; I’m not sure becuase it’s really hard to tell if there IS any difference.

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Wavedash List (Traction as well) – Wavedashes are usually performed by jumping, and then the very INSTANT you’re in the air (or the frame that you WOULD be in air if you timed it perfectly) you’d jump and then you’d air dodge down-left or down-right to slide across the ground a short distance, usually used for dodging attacks and traveling quickly (like for experts in Target Test and sometimes HRC, and even in real fights with other people) and it’s mostly of some use with characters with low traction and ones that jump from the ground quickly (like Luigi, Ice Climbers, Mewtwo, and Marth; those are the main 4 characters to wavedash with).

—The list under this will show Jumping Speed, which is the main other factor or how “good” a character Wavedashes, as the faster you start your jump the quicker you’ll be able to do your Wavedash.

—Note, characters that take a while to jump into the air, like Bowser for instance, won’t be able to start their wavedash as quickly as fast jumpers, like Sheik and Fox. Fox can start his on frame 4 at earliest (press the buttons needed to do a Wavedash on frame 3 and then it’ll effect the next frame of the move, which is frame 4, so then you’ll appear to just slide across the ground a short distance without really being in air), while it takes Bowser until, at soonest, frame 9 to start his wavedash. HOWEVER, this wavedash list ONLY measures HOW FAR THE CHARACTERS SLIDE in a wavedash, and THAT’S ALL.

1) Luigi

2) Ice Climbers

3) Mewtwo

4) Marth

5) Yoshi

6) Roy

7-9) Dr. Mario / Mario / Mr. Game & Watch

10) Samus

11) Ness

12) Fox

13) Bowser

14) Falco

15) Young Link

16) Ganondorf

17) DK

18-19) Pikachu / Sheik

20-21) Captain Falcon / Kirby

22) Pichu

23) Jigglypuff

24) Link

25-26) Peach / Zelda

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Jumping Speed – Jumping speed is how long it takes to do a jump from the ground. Every aerial jump (a.k.a. 2nd jump) takes 1 frame (starts instantaneously), as it’s proven by the Screw Attack weapon, which hits anything nearby the EXACT INSTANT the character with the Screw Attack item jumps. Also, characters jump slower when they’re big (Giant Melee and/or with a Super Mushroom) and they jump faster from the ground when they’re small (Tiny Melee and/or with a Poison Mushroom)

Also please note that [for example] Fox (4 frames jumping speed) is in the AIR on frame 4+, so that means that the jumping ANIMATION (frames on the ground) is 3 frames for Fox.

Now here’s the same list tested with a Bunny Hood on Tiny Melee (so things like flips and stuff like what Fox does won’t be nearly as big of a factor as their actual central body movement from the starting position of level ground)

1) Falco

2) Luigi

3) Captain Falcon

4) DK

5-6) Marth / Ness

7-10) Ice Climbers / Samus / Sheik / Yoshi

11) Young Link

12) Mewtwo

13-14) Pichu / Pikachu

15) Bowser

16) Fox

17-18) Peach / Zelda

19-20) Link / Roy

21-22) Dr. Mario / Mario

23) Mr. Game & Watch

24) Ganondorf

25) Kirby

26) Jigglypuff

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2nd Jump Jumping Height – Height of aerial jump (or jumps, like with Kirby/Jigglypuff) from highest to lowest. Also, with Mewtwo I do an aerial [back A] attack at the peak of his 2nd jump to go higher; if that wasn’t done then he’d be slightly lower in the list.

1-2) Kirby / Mewtwo

3) Jigglypuff

4) Yoshi

5) Falco

6-7) Fox / Ness

8) Sheik

9) Luigi

10) Peach

11) Ice Climbers

12) Captain Falcon

13) Bowser

14-15) Pichu / Pikachu

16-19) Dr. Mario / Mario / Marth / Samus

20) DK

21) Mr. Game & Watch

22) Ganondorf

23) Young Link

24) Roy

25) Link

26) Zelda

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Total Jumping Height – This measures how high characters can jump with all their jumps (and all 6 jumps for Kirby and Jigglypuff, INCLUDING air dodges, but NOT including wall jumps, special “Link’s super jumps”, and Mario, Dr. Mario, and Luigi’s Down B, because doing that is EXTREMELY hard to do to actually make any difference in a REAL match, becuase very very very few people have fingers THAT fast)

1) Ice Climbers (2)

2) Mewtwo

3) Jigglypuff (up-pound after each jump)

4-5) Falco / Pichu

6-8) Fox / Kirby / Pikachu

9) Sheik

10) Ness

11-12) Mr. Game & Watch / Zelda

—Jigglypuff (without up-pounds after each jump)

13) Luigi

14-15) Captain Falcon / Marth

16) Yoshi

17) Samus

18) Young Link

19) Ganondorf

20-21) Link / Roy

22) Peach

—Ice Climbers (1)

23) Mario (use Cape to gain extra height)

24-25) Bowser / DK

26) Dr. Mario

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Short Jump Jumping Height – measures height of SHORT JUMPS (tap X and release it quickly, at least 2 frames before you’re in the air)

1) Samus

2) Sheik

3-4) Yoshi / Zelda

5-6) Ganondorf / Peach

7-8) Captain Falcon / Luigi

9-11) Kirby / Marth / Pikachu

12) Pichu

13) DK

14-15) Mewtwo / Ness

16-17) Falco / Link

18-23) Bowser / Dr. Mario / Fox / Mario / Roy / Young Link

24) Mr. Game & Watch

25) Ice Climbers

26) Jigglypuff

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*How to FLY with Link, Young Link, and Jigglypuff*

–1st go to Tiny Melee (the smaller you are the better this will work)

–with Jigglypuff, jump then press Forward B to Pound in the air, but right after you press Forward B press UP, and then you will aim your Pound move up-forward, moving you upwards in the air. You can actually “FLY” in the air with Jigglypuff off the top of the stage with this cool trick I discovered.

–with Link or Young Link…

1) take out a Bomb (and then double jump off course)

2) Down-Forward throw your Boomerang

3) press Up B

-catch Boomerang

4) press Up B

-Bomb will explode on you

—–repeat the process of taking out a Bomb and Down-Forward throwing your Boomerang and pressing Up B and then you can stay in the air for as long as you want with your infinite jumps.

—–Note: With Young Link, the Bomb will kill you at the top of the stage at about 120% +

—–Note: With Link, the Bomb will kill you at the top of the stage at about 46% +

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Ledge Rolling Distance (0-99%) – ranks how far each character rolls when you’re hanging on a ledge and you press R or L to roll.

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Horizontal Aerial Moving Speed – this shows how fast a character moves left and right in the air.

Just as a side note: Yes, Dr. Mario falls faster and farther horizontally in the air than Mario does. Test it yourself if you don’t believe me.

Note: Unlike all the other characters, Jigglypuff travels FASTER in air than on the ground while running (however, it’s faster to travel by Rollout in courses like the F-Zero 1-Player Adventure Mode Stage).

1) Jigglypuff

2-3) Mewtwo / Yoshi

4) Captain Falcon

5) Peach

6-7) Link / Young Link

8-9) DK / Mr. Game & Watch

10) Zelda

11) Ness

12-14) Dr. Mario / Marth / Roy

15) Samus

16) Mario

17-18) Pichu / Pikachu

19) Sheik

20) Bowser

21-22) Ganondorf / Kirby

23) Ice Climbers

24) Luigi

25-26) Falco / Fox

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Horizontal Aerial Falling Distance – shows how far a character can travel in the air over a certain amount of distance. It can be technically calculated with the formula: Horizontal Aerial Moving Speed

Falling Speed, but since we can’t measure that in exact numbers, I had to do it by testing it with every character.

1) Jigglypuff

2) Mewtwo

3) Peach

4) Zelda

5-6) Samus / Yoshi

7) Mr. Game & Watch

8) Dr. Mario

9) Ness

10) Mario

11) Kirby

12-13) Link / Young Link

14-16) Ice Climbers / Pichu / Pikachu

17) Luigi

18-20) Bowser / DK / Marth

21) Ganondorf

22-23) Captain Falcon / Roy

24) Sheik

25) Fox

26) Falco

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Super Scope Shooting Rapidness List – How many small shots (you can fire up to 48 small shots or 3 fully charged shots per super scope) you can fire over a certain period of time.

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Rapid Attack Speed – This shows the difference in how far apart (in frames) each particular punch, kick, sword stab, laser blast, etc. is in a rapid attack. For example, Kirby’s rapid attack speed for his rapid punch attack (a, a, a, a…) is 4 frames apart per punch, which means he can punch 15 times with one hand per second (wow, talk about fast). Also, so you know my method and won’t ask me later, my method is done like this. 1) Go to training mode. 2) Pick the computer as anyone, and pick yourself as someone with a rapid attack, suck as Sheik with her quick rapid punches. 3) Go to 1/4 speed, and make sure you have a stopwatch or some sort of clock with you that tells time in seconds. 4) Start the rapid attack, count them, and then stop when 60 seconds are up. 5) Multiply this number by 4 (since it’s on 1/4 speed). 6) Divide this number by 60 (because it’s 60 fps). 7) Do this: “60 divided by X” (X represents the answer to step six) and you will get your answer in how far apart each frame is from each other in the rapid attack. If the answer has a decimal, then the answer is usually whatever it rounds closest to. It sounds complicated, but it’s really not. Oh, I forgot to mention, before you do this go to options and change the sound bar over to the far right, so you can’t hear the music in the courses (and in the whole game for that matter) but you can hear the characters punches, kicks, etc. and their movements. Doing this makes it easier to count each of the punches, kicks, sword stabs, etc. Once I got better at frame testing then I used other methods as well which I really don’t feel like explaining right now since it requires a lot more knowledge on frame testing and related stuff that wouldn’t do you any real good to have me explain to you anyway :P. Here’s the list on the information I’ve gotten so far.

***4 frames apart in Rapid A – Kirby / Pichu & Pikachu

—–15 hits per second (at fastest possible)

—–1st headbutt hits on frame 2, and each headbutt lasts for 2 frames in “hit-frames”, which are frames in which it hurts an opponent if they touch it during that time

***6 frames apart in Rapid A – Sheik

—–10 punches per second

***7 frames apart in Rapid Tilt-Down-A – Ness

—–8.571428 kicks per second at fastest possible

—–1st kick hits on frame 3

***7 frames apart in Rapid A – Link / Young Link

—–8.571428 stabs per second

***7 frames apart in Rapid A (last hit to first hit is 8 frames apart) between a set of 5 kicks – Falco / Fox

—–Total time until set of hits repeats – 36 frames (0.6 seconds)

—–Average speed – 8.333333 hits per second

***7 frames apart in Rapid A (last hit to first hit is 10 frames apart) between a set of 7 hits – Mewtwo

—–Total time until set of hits repeats – 52 frames (0.866666 seconds)

—–Average speed = 8.076923 shots per second

***9-10 frames apart in Rapid A (with Bunny Hood) – Marth

—–1st hit to 2nd hit – 10 frames apart

—–2nd hit to 1st hit – 9 frames apart

—–Also: All Bunny Hood does is VERY VERY SLIGHTLY more than double the speed of Marth’s Rapid A attack by reducing EXACTLY 10 frames off of the lag after each Rapid A hit IN SUCCESSION to one another. So if you press A once with the Bunny Hood, and some other time you pressed A without the Bunny Hood, they would both be the same exact speed, but if you pressed A 2 or more times in succession (in a row), the 2 or more slashes right after each other would be very close together in time, one right after another with almost no lag what-so-ever)

***10 frames apart in Rapid A (last hit to first hit is 19 frames apart) between a set of 7 hits – Mr. Game & Watch

—–Total time until set of hits repeats – 79 frames (1.3166666 seconds)

—–Average speed = 5.3164556962025 hits per second

***10 frames apart in Rapid B – Fox’s Blaster

—–6 shots per second

—–1st shot takes 12 frames to start

—–10 frames apart in each Blaster shot in air, even for the first shot

—Right under Player 1’s position, on that little ledge right around the left side entrance of the tunnel, put Link on the RIGHT side of that small platform.

—Put Bowser on the left side of that same small platform, up against the wall.

—Put Speed in 1/2 or 1/4 to make this easier on your fingers if you’re not super-finger-endurance-strong (at least put it on 1/2 speed).

—With Link, just do Rapid A until Bowser gets knocked away (which will take quite a while). You can get quite a few hundred hits in before Bowser escapes, and get a “good” Training Mode Combo score with ease.

————————————————–

INFINITE Combo in Training Mode

—Training Mode.

—Hyrule Temple.

—Player 1 Mewtwo, Player 2 Bowser.

—Put Bowser as Human.

—In the Middle of the course, go to pillar-like thing (a tad right of your respawn point from when you die) up against the right side wall, go there with Mewtwo and Bowser.

—Bowser should be up against the left side of that pillar near the beginning of the entrance to the “cave of immortality” (with wall/ground/ceiling techs is why it got that name from smashboards.com :P).

—Mewtwo should be just next to Bowser on Bowser’s left side, and both Bowser AND Mewtwo should be FACING left.

—Put Speed on 1/4.

—With Mewtwo, charge his Shadow Ball, which should hit Bowser, and while doing that, with Bowser, hold downwards so that Directional Influence will make Mewtwo hit Bowser with Shadow Ball over and over again.

—Every 30% or so that Bowser receives pause and unpause the game, so that Bowser’s damage resets and he NEVER gets knocked away. Repeat this pattern and you can hit Bowser forever (until 32,767 combo hits, which is the highest number Training Mode will go up to).

Credits: MaskedMarth and myself for making this list (me editing fixing his “rough draft”)

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Grabbing Power – this measures how much damage the victim of a grab (or grab related move) receives when he or she escapes a grab from another character hitting the character that has you grabbed. For example, let’s use the characters Roy, Sheik and Marth. Sheik grabs Marth, then Roy hits Sheik with an uncharged forward smash. Sheik receives 20% from the smash, but Marth receives a certain amount (usually 2% and 6%) of damage from the release of the grab from someone (Roy in this case) hitting Sheik, who was the grabber. In this case, Marth loses 6% because Sheik has a grabbing power of 6%. I also would like to tell you that usually a victim of a grab receives 3% damage if he/she escapes a throw from someone else hitting the foe that grabbed you.

6% – Captain Falcon and Ganondorf’s Up B move if another character hits Ganondorf or Captain Falcon, which helps you escape while the move is still in effect (before the explosion or whatever from their Up B moves.

–

5% – Boswer’s Forward B (Koopa Claw, when Bowser has the enemy in his hands)

5% – Kirby’s B (Swallow) (when someone attacks Kirby when you’re in his mouth, you receive 5% or the % done from the attack that freed you)

5% – Mewtwo’s Forward B (Confusion, when victim character is still spinning)

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Grabbing Speed – measures the starting time and total time of each characters’ grabs (Peach and Ice Climbers are fastest overall)

Bowser

Grab – 9 frames / Total Time – 40 frames

Dash Grab – 10 frames / Total Time – 50 frames

Forward B – 16 frames / Total Time – 59 frames

Captain Falcon

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

Up B – 13 frames starting time

Dr. Mario

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

DK

Grab – 8 frames / Total Time – 30 frames

Dash Grab – 10 frames / Total Time – 50 frames

Falco

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 12 frames / Total Time – 40 frames

Fox

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 12 frames / Total Time – 40 frames

Ganondorf

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

Up B – 13 frames starting time

Ice Climbers

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 7 frames / Total Time – 40 frames

Jigglypuff

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

Kirby

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

Link

Grab – 11 frames / Total Time – 85 frames

Dash Grab – 12 frames / Total Time – 94 frames

Luigi

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

Mario

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

Marth

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 10 frames / Total Time – 40 frames

Mewtwo

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 9 frames / Total Time – 40 frames

Mr. Game & Watch

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

Ness

Grab – 8 frames / Total Time – 30 frames

Dash Grab – 10 frames / Total Time – 40 frames

Peach

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 7 frames / Total Time – 40 frames

Pichu

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

Pikachu

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 11 frames / Total Time – 40 frames

Roy

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 10 frames / Total Time – 40 frames

Samus

Grab – 18 frames / Total Time – 94 frames

Dash Grab – 18 frames / Total Time – 74 frames

Sheik

Grab – 7 frames / Total Time – 30 frames

Dash Grab – 8 frames / Total Time – 40 frames

Yoshi

Grab – 18 frames / Total Time – 79 frames

Dash Grab – 12 frames / Total Time – 70 frames

Young Link

Grab – 11 frames / Total Time – 85 frames

Dash Grab – 14 frames / Total Time – 94 frames

Zelda

Grab – 12 frames / Total Time – 30 frames

Dash Grab – 12 frames / Total Time – 40 frames

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Grab + Attack Starting Speed – Measures the starting time of each characters A attack while they’re holding you(in a grab), from fastest to slowest. On an interesting note, when both Ice Climbers are present(and you press A really fast), and for Mew2, Pichu, Pikachu, and Zelda, you stun a grabbed character for 5 frames, where-as the other characters only stun a foe for 3 frames. The total time for each grab attack is EXACTLY 26 frames.

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Taunt Total Time – measures how long each characters taunt is in frames. For example, if a taunt has a time of 100 frames, then it means that it lasts for 1 2/3 or 1.66666….. seconds and you can block or attack on the 101st frame, since that’s the frame after the last frame that the taunt is being used at. Here’s the list, from longest to slowest (not that it really matters how long a taunt is).

34) Mr. Game & Watch’s Sausages (shortest distance, and BTW, in case you’re curious, there are EXACTLY 5 distances in which Mr. Game & Watch can throw his sausages, and the same single distance NEVER occurs twice IN SUCCESSION, but other than that they are random)

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Projectile Lasting Time (in frames) – shows how long each projectile lasts. Also it shows the starting time of the moves and a little other related data about them.

Mewtwo Disable – 7 frames (0.1166666 sec)

—Starts on frame 15 (total time = 39 frames)

Ness’s PK Fire – 20* (0.33333 sec)

—Starts on frame 20

—Burning lasts 101 frames (1.6833333 sec)

Bowser’s Fire Breath (1st flame only) – 21 frames (0.35 sec)

—Starts on frame 23

—Starts on frame 2 when shot in air and you land on the ground

—Each flame is 3 frames apart, and they gradually grow shorter by the second as it’s used

Kirby’s Final Cutter – 25 (0.4166666 sec)

—1st hit – frame 23 (same as Falco’s 1st Blaster shot)

—2nd hit – frame 47 (same as Falco’s 1st + 2nd Blaster shot)

—3rd hit – frame 58 (starting time of shot)

Sheik’s Needles – 30 (0.5 sec)

—Starts on frame 11

—Starts on frame 4 when shot while charging it

—Every 18 frames you get another Needle while charging it

—Each Needle in succession (when shot after being charged) is 3 frames apart from each other

Fox’s Blaster – 34 (0.566666 sec)

—Starts on frame 12 for the first shot on the ground (every other shot is 10 frames apart)

—If you start it and it hits a wall instantly, it can start as soon as frame 34

—If Zelda is hit on frame 12 of the move, then the fireball comes out of her but never explodes

—If Zelda is hit frame 26 + of the move, then the fireball comes out of her and explodes on frame 98. This (frame 26) is the TRUE starting time of Din’s Fire, or at least what I’m counting as it’s starting time

—Starts in 23 frames if you release B while the fireball is moving in the air

—Explosion lasts for 3 frames

Samus’s Bombs – 73 (74-90 w/ explosion) (1.2166666 sec)

—Starts on frame 10

—Explosion lasts 17 frames (0.2833333 sec)

Mario’s Fireball – 75 (1.25 sec)

—Starts on frame 14

Dr. Mario’s Megavitamin – 75 (1.25 sec)

—Starts on frame 14

Samus’s Straight Missile – 76 (1.266666 sec)

—Starts on frame 22

—Starts on frame 15 in air

Mr. Game & Watch’s Sausages – 80 (1.33333 sec)

—Starts on frame 18 (every other shot is 17-32 frames apart)**

—There are 5 different ranges Sausage can go, and when shot from flat ground here is how long each lasts:

–Close – 59

–Middle/Close – 63 (+4)

–Middle – 67 (+4)

–Middle/Far – 72 (+5)

–Far – 76 (+4)

Falco’s Blaster – 99 (1.65 sec)

—Starts on frame 23 for the first shot on the ground (every other shot is 24 frames apart)

—Starts on frame 13 for the first shot in the air (every other aerial shot is 16 frames apart)

—If Ness is hit on frame 16 of the move, then the PK Flash comes out of him but never explodes

—If Ness is hit frame 45 + of the move, then the PK Flash comes out of him and explodes on frame 64 (unless he didn’t release B before he got struck). This (frame 45) is the TRUE starting time of PK Flash, or at least what I’m counting as it’s starting time

—Starts in 20 frames if you release B while the PK Flash is moving in the air

*(Ness’s PK Fire) shot from/on flat ground lasts for only 19 frames (because Ness is so short it hits the ground one frame sooner than it would normally disappear. This was most likely overlooked by one of HAL’s game designers when they made the slope of the PK Fire just barely too steep for it’s potential length/lasting time)

**(Mr. Game & Watch’s Sausages) in rapidness, if you hold B the whole time each shot after the first shot then it’s 32 frames apart per shot, BUT if you press B right after Mr. Game & Watch releases another Sausage, then you can bring the Sausage Pan down again and it will reduce lag time by a maximum possible amount of 15 frames. Press B on the —2nd frame— that Mr. Game & Watch’s Sausage is UP, and that’s the soonest that it’s possible to press B again to bring the pan down again)

***(Link/Young Link’s Bombs), from the time that you press Down B you grab the Bomb on frame 16, but when the Bomb is taken all the way out and you can actually move again, it’s then frame 40. Therefore, you have Control of the Bomb until it explodes 4.6166666 seconds (277 frames) after you take it out completely (until it explodes on frame 278). However, the Bomb TECHNICALLY lasts for 301 frames (and explodes on the 302nd frame)

***(Young Link’s Bombs) lasts 8 frames, and it works like this: frames 1 and 2 are the 2 frames for the 1st explosion, frame 3 is nothing, frame 4 and 5 are the 2 frames for the 2nd explosion, frame 6 is nothing, and frames 7 and 8 are the 2 frames for the 3rd/last explosion. So it looks like this -> 1-2 .. (3) .. 4-5 .. (6) .. 7-8

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Throwing Power – I made this list measuring the lowest damage that a character (doesn’t matter who, see whole paragraph for details) needs for the crowd to cheer really loud from that character being thrown. Note: For Mewtwo’s forward throw I measured both Pichu and Bowser when thrown, since the screaming percentage doesn’t stay the same with it. Normally, THROWS(and ONLY throws) do not vary in screaming percentages. In other words, throwing Bowser won’t make it take longer AT ALL then it would for the screaming percentage to occur than it would for Pichu, it’d be at the SAME EXACT DAMAGE. Please note, that this is ONLY for throws, and as for regular attacks WEIGHT DOES MATTER! FALLING SPEED NEVER EVER EVER AFFECTS SCREAMING PERCENTAGE, ONLY WEIGHT DOES). Try it with Bowser’s up smash on a light fast-faller like Fox, and then on a heavy slow-faller like Samus, and even though Samus will be sent farther than Fox will, the SCREAMING PERCENTAGE won’t occur for Samus until AFTER Fox’s does. Anyway, here’s the list of screaming percentages for each throw.

Dr. Mario Forward Throw – 148%

Dr. Mario Back Throw – 84%

Dr. Mario Up Throw – 199%

Dr. Mario Down Throw – 520%

Mario Forward Throw – 168%

Mario Back Throw – 96%

Mario Up Throw – 225%

Mario Down Throw – 706%

Luigi Forward Throw – 187%

Luigi Back Throw – 116%

Luigi Up Throw – 252%

Luigi Down Throw – 626%

Bowser Forward Throw – 207%

Bowser Back Throw – 207%

Bowser Up Throw – N/A

Bowser Down Throw – N/A

Koopa Klaw Forward – 574%

Koopa Klaw Back – 80%

Koopa Klaw Back(in air) – 88%

Peach Forward Throw – 99%

Peach Back Throw – 226%

Peach Up Throw – 375%

Peach Down Throw – 706%

Yoshi Forward Throw – 287%

Yoshi Back Throw – 287%

Yoshi Up Throw – 599%

Yoshi Down Throw – 906%

DK [Carry] Forward Throw – 195%

DK Back Throw – 139%

DK [Carry] Back Throw – 195%

DK Up Throw – 306%

DK [Carry] Up Throw – 547%

DK Down Throw – 318%

DK [Carry] Down Throw – 615%

Captain Falcon Forward Throw – 209%

Captain Falcon Back Throw – 187%

Captain Falcon Up Throw – 296%

Captain Falcon Down Throw – 362%

Captain Falcon Up B – 116%

Ganondorf Forward Throw – 209%

Ganondorf Back Throw – 187%

Ganondorf Up Throw – 296%

Ganondorf Down Throw – 516%

Ganondorf Up B – 92%

Falco Forward Throw – 207%

Falco Back Throw – 270%(no laser contact)

Falco Up Throw – 340%(no laser contact)

Falco Down Throw – 30%

Fox Forward Throw – 217%

Fox Back Throw – 270%

Fox Up Throw – 340%

Fox Down Throw – 30%

Ness Forward Throw – 409%

Ness Back Throw – 92%

Ness Up Throw – 252%

Ness Down Throw – 505%

Ice Climbers Forward Throw – 259%

Ice Climbers Back Throw – 388%

Ice Climbers Up Throw – 609%

Ice Climbers Down Throw – 543%

Kirby Forward Throw – 138%

Kirby Back Throw – 195%

Kirby Up Throw – 190%

Kirby Down Throw – 529%

Samus Forward Throw – 286%

Samus Back Throw – 341%

Samus Up Throw – 318%

Samus Down Throw – N/A

Zelda Forward Throw – 154%

Zelda Back Throw – 116%

Zelda Up Throw – 233%

Zelda Down Throw – 607%

Sheik Forward Throw – 234%

Sheik Back Throw – 235%

Sheik Up Throw – N/A

Sheik Down Throw – 684%

Link Forward Throw – 294%

Link Back Throw – 296%

Link Up Throw – 204%

Link Down Throw – 618%

Young Link Forward Throw – 294%

Young Link Back Throw – 296%

Young Link Up Throw – 213%

Young Link Down Throw – 618%

Pichu Forward Throw – 301%

Pichu Back Throw – 189%

Pichu Up Throw – 453%

Pichu Down Throw – 706%

Pikachu Forward Throw – 301%

Pikachu Back Throw – 189%

Pikachu Up Throw – 453%

Pikachu Down Throw – 706%

Jigglypuff Forward Throw – 104%

Jigglypuff Back Throw – 302%

Jigglypuff Up Throw – 277%

Jigglypuff Down Throw – 722%

Mewtwo Forward Throw – 558-782%

Mewtwo Back Throw – 93%

Mewtwo Up Throw – 116%

Mewtwo Down Throw – 297%

Mr. Game & Watch Forward Throw – 181%

Mr. Game & Watch Back Throw – 181%

Mr. Game & Watch Up Throw – 324%

Mr. Game & Watch Down Throw – 395%

Marth Forward Throw – 430%

Marth Back Throw – 311%

Marth Up Throw – 210%

Marth Down Throw – 347%

Roy Forward Throw – 367%

Roy Back Throw – 367%

Roy Up Throw – 179%

Roy Down Throw – 245%

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Horizontal Throwing Power

This rates the relative power of every horizontal throw, showing the lowest damage a Bowser, from starting position on Yoshi’s Island Past Stage (exact middle of top platform on the stage) needs to have to be KO’d to the right side of the stage, and the throwing character right next to Bowser on the 2nd to the right “respawn cloud” (where you go after you get KO’d). This was done in Training Mode. More details explained at very bottom.

Lower Damage = Stronger Throw (KO’s sooner)

Dr. Mario Forward Throw – 254%

Dr. Mario Back Throw – 167%

Mario Forward Throw – 284%

Mario Back Throw – 187%

Luigi Forward Throw – 314%

Luigi Back Throw – 222%

Bowser Forward Throw – 335%

Bowser Back Throw – 329%

Bowser Forward B Forward Throw – N/A

Bowser Forward B Back Throw – 141%

Bowser Forward B Back Throw in air – 157%

Peach Forward Throw – 151%

Peach Back Throw – 413%

Yoshi Forward Throw – 435%

Yoshi Back Throw – 433%

DK Carry + Forward Throw – 423%

DK Carry + Back Throw – 416%

DK Carry + Down Throw – 920%

DK Back Throw – 227%

Captain Falcon Forward Throw – 339%

Captain Falcon Back Throw – 289%

Captain Falcon Up B – 183%

Ganondorf Forward Throw – 339%

Ganondorf Back Throw – 288%

Ganondorf Up B – 147%

Falco Forward Throw – 321%

Falco Back Throw – 625% (without lasers hitting foe)

Fox Forward Throw – 340%

Fox Back Throw – 632%

Ness Forward Throw – KO (just barely doesn’t KO)

Ness Back Throw – 139%

Ice Climbers Forward Throw – 448%

Ice Climbers Back Throw – ABOUT 920% – 925%

Kirby Forward Throw – ABOUT 300%

Kirby Back Throw – 475%

Samus Forward Throw – 430%

Samus Back Throw – 498%

Zelda Forward Throw – 270%

Zelda Back Throw – 219%

Sheik Forward Throw – 383%

Sheik Back Throw – 369%

Link Forward Throw – 500%

Link Back Throw – 469%

Young Link Forward Throw – 508%

Young Link Back Throw – 475%

Pichu Forward Throw – 494%

Pichu Back Throw – 332%

Pikachu Forward Throw – 492%

Pikachu Back Throw – 331%

Jigglypuff Forward Throw – 235%

Jigglypuff Back Throw – 572%

Mewtwo Forward Throw – 733%

Mewtwo Back Throw – 172%

Mr. Game & Watch Forward Throw – N/A

Mr. Game & Watch Back Throw – N/A

Marth Forward Throw – 796%

Marth Back Throw – ABOUT 750%

Marth Down Throw – 597%

Roy Forward Throw – 633%

Roy Back Throw – ABOUT 870%

Roy Down Throw – 551%

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1) Ness Back Throw – 139%

2) Bowser Forward B Back Throw – 141%

3) Ganondorf Up B – 147%

4) Peach Forward Throw – 151%

5) Bowser Forward B Back Throw in air – 157%

6) Dr. Mario Back Throw – 167%

7) Mewtwo Back Throw – 172%

8) Captain Falcon Up B – 183%

9) Mario Back Throw – 187%

10) Zelda Back Throw – 219%

11) Luigi Back Throw – 222%

12) DK Back Throw – 227%

13) Jigglypuff Forward Throw – 235%

14) Dr. Mario Forward Throw – 254%

15) Zelda Forward Throw – 270%

16) Mario Forward Throw – 284%

17) Ganondorf Back Throw – 288%

18) Captain Falcon Back Throw – 289%

19) Kirby Forward Throw – ABOUT 300%

20) Luigi Forward Throw – 314%

21) Falco Forward Throw – 321%

22) Bowser Back Throw – 329%

23) Pikachu Back Throw – 331%

24) Pichu Back Throw – 332%

25) Bowser Forward Throw – 335%

26-27) Captain Falcon/Ganondorf Forward Throw – 339%

28) Fox Forward Throw – 340%

29) Sheik Back Throw – 369%

30) Sheik Forward Throw – 383%

31) Peach Back Throw – 413%

32) DK Carry + Back Throw – 416%

33) DK Carry + Forward Throw – 423%

34) Samus Forward Throw – 430%

35) Yoshi Back Throw – 433%

36) Yoshi Forward Throw – 435%

37) Ice Climbers Forward Throw – 448%

38) Link Back Throw – 469%

39-40) Kirby/Young Link Back Throw – 475%

41) Pikachu Forward Throw – 492%

42) Pichu Forward Throw – 494%

43) Samus Back Throw – 498%

44) Link Forward Throw – 500%

45) Young Link Forward Throw – 508%

46) Roy Down Throw – 551%

47) Jigglypuff Back Throw – 572%

48) Marth Down Throw – 597%

49) Falco Back Throw – 625%(without lasers hitting foe)

50) Fox Back Throw – 632%

51) Roy Forward Throw – 633%

52) Mewtwo Forward Throw – 733%

53) Marth Back Throw – ABOUT 750%

54) Marth Forward Throw – 796%

55) Roy Back Throw – ABOUT 870%

56) DK Carry + Down Throw – 920%

57) Ice Climbers Back Throw – ABOUT 920% – 925%

58) Ness Forward Throw – KO (just barely doesn’t KO)

59-60) Mr. Game & Watch Forward and Back Throw – N/A

61) Bowser Forward B Forward Throw – N/A

Extra Info:

—Ness, Link and Young Link’s Forward Throw’s throw all characters (at the same damage) the same distance, regardless of the character’s weight. There might be a few more, but I was tired of testing after the day of SSBM research was over so I didn’t fell like doing it. Maybe if some of you are bored you can test it and post the ones not affected by weight here in this topic.

—N/A means it kills at the top so I couldn’t find it’s value, or it just doesn’t KO, even at 999%.

—Bowser’s Forward B throws are slightly weaker if you GRAB the foe in air(it doesn’t matter whether or not you throw them in air, only if you GRAB them in air)

—Sometimes I drop directly to the platform below the starting point to lower the altitude so Bowser won’t get “star KO’d” at the top of the screen so I can see the throw’s horizontal throwing power and sometimes I also use the bunny hood with Bowser to make him fall faster so he won’t die at the top of the screen as much.

—Master/Crazy Hands throws are far more powerful than these shown and tested, and I can’t test Giga Bowser, who’s a bit stronger than Bowser in throw power.

—Some throws that can KO at the side but aren’t technically side throws, like DK’s Carry and down throw and Marth/Roy’s down throw, and some that are sort of throws, like Bowser’s Forward B and Captain Falcon/Ganondorf’s Up B, I still put down since some consider them throws.

—Some moves which are the exact same in power, like Captain Falcon and Ganondorf’s back throw, vary slightly in damage that Bowser get’s KO’d at (For example, for Captain Falcon it’s 289% and for Ganondorf it’s 288%) I still put at 289% and 288%, because it’s still how far it knocked the character from a standing position. It’s only because Ganondorf’s legs are longer does he kill at 1 damage earlier than Captain Falcon, because the release point is slightly closer to the stage’s “KO point”, and it will still be like that in normal battle anyway, so I still write down the exact lowest KO damage for each throw for each character. However, some throws, that vary by like 15-20%(or something close to that), and are almost the same throw, like Falco and Fox’s forward throw, do have slightly different release points, but Falco has more KO power in his forward throw than Fox regardless of the fact that he has a SLIGHTLY farther release point in his throw.

—This test isn’t going to be exact for the TRUE throw power, because a lot of things are factors, such as the character, stage length, and BY FAR most of all, POWER RANGE. An example of Power Range is how a 30% Warlock Punch knocks sandbag farther at 156%+ than a tip-hitting Warlock Punch does, but normally (at 0% and anything lower than 156%) a tip-hit from the Home Run Bat knocks Sandbag farther. This is a pretty big distance for an average distance to the “KO-Point” in my test, so another test with shorter distance to the KO-Point might vary, but this is fairly highly accurate to give you a relative idea on the powers of each throw so you know who you should KO characters with.

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Vertical Throwing Power

The trouble with testing any attack against just one character in Melee is that there are weight differences, different rates at which attacks become more powerful, and different platform and ceiling heights, so throwing just one character won’t give an accurate portrayal of overall strength. What this list does is use 3 test subjects: Purin / Jigglypuff (the lightest vertically, a.k.a. slowest faller), Mario (the standard measurement often considered to be the “average” in almost anything), and Falco (the heaviest vertically, a.k.a. fastest faller), all tested on Final Destination. This list shows what percentage each character has to be at to hit the magnifying glass (the ceiling of FD is pretty high, so the velocity of thrown opponents at non-death percentages is also important) and also the percentage that will turn the throw into a killing throw. Then, all 6 of these numbers are averaged to come up with an overall percentage which the characters are ranked by (from strongest to weakest up throw).

Key:

/# = % Purin / Jigglypuff hits magnifier

^#^ = % Purin / Jigglypuff dies

|#| = % Mario hits magnifier

{#} = % Mario dies

(#) = % Falco hits magnifier

[#] = % Falco dies

# = Average of the above

Notes: All percentages are before the throw is performed. For example, Mario is at 101% when Mewtwo throws him up, Mario will then be dealt 12% damage and will die at 113%. Also, no directional influence has been used.

****The Ice Climbers can make their throws more powerful by tacking on hits using the partner. To give you a basic idea of how much it adds, an Up Smash, uncharged, will lower killing percentages by about 5%.

*****The Koopa Klaw forward throw was performed before Koopa / Bowser could get any bites in.

******These Sheik throws cannot KO any character in Final Destination. However, distance IS increased with damage. Knowing this, and also the knowledge that the height of Final Destination is a little under halfway between the main platform and the middle two platforms of Battlefield, these percentages were reached.

*******These throws cannot KO the opponent at 999% on Final Destination and not even 999% at the top of Battlefield. Finding the proportional rate at which the opponent increases height using Mario as a standard for the thrower gave these percentages. They are probably a bit inaccurate.

********Koopa’s / Bowser’s Up Throw always sends opponents the same distance no matter what the percentage.

Credits: Nobie, who made this here list, and Formula, who helped him test out some of the percentages to save time.

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Horizontal Forward Smash Power (measuring in FEET, tested in HRC at center of platform with sandbag at EXACTLY 100%):

If your opponent is holding no direction, then their own weight and traction determines how far shine will send them, if they’re holding down, their distance will be shortened, and they will stay on their feet.

—————–no direction——holding down

Dr. Mario…………13 ft……………….6 ft

Mario………………13 ft……………….6 ft

Luigi………………..33 ft………………15 ft

Bowser……………12 ft……………….5 ft

Peach……………..8 ft…………………4 ft

Yoshi………………12 ft……………….6 ft

DK…………………..9 ft………………..4 ft

Falcon……………..9 ft………………..4 ft

Ganondorf……….10 ft………………5 ft

Falco……………….—-………………..5 ft

Fox………………….—-………………..5 ft

Ness……………….14 ft………………6 ft

IC……………………25 ft………………11 ft

Kirby………………..—-………………..6 ft

Samus…………….12 ft……………….5 ft

Zelda/Shiek……..8 ft / 10 ft……….4 ft / 5 ft

Link…………………7 ft………………..3 ft

Y. Link……………..—-………………..5 ft

Pichu……………….—-………………..5 ft

Pikachu……………—-………………..4 ft

Jiggles……………..—-………………..5 ft

Mewtwo……………—-……………….10 ft

G&W……………….—-………………..8 ft

Marth………………15 ft……………….7 ft

Roy………………….—-………………..7 ft

—- = character will fall to the ground

All tests were done on Final Destination.. other surfaces/inclines will effect distances…

For those of you attempting his drill kick infinite combo, 9 feet is the maximum distance they can travel before they go to far to combo I think.

Credits: element_of_fire for making this list.

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I hope you liked my SSBM Statistics list, because I spent a countless amount of time on it (around 1000 hours), and I did NOT make any of it up, I swear! ^_^

More Crap about Me & Video Games & Stuff that no one cares about

I have beaten many video games with 100% completion and that’s basically all I do, video games. The list for the amount of games I’ve beaten is WAY too long to post here, so I simply won’t post it.

Anyway, when I’m bored, I play Time Trials (Time Attack in F-Zero GX). I have a really good Mario Kart: Double Dash record on Rainbow Road of 3’03″429 (best lap WITHOUT USING A SINLGE MUSHROOM – 1’00″996) and two awesome F-Zero GX [non-snaking] records (Big Blue: Drift Highway – 59″032; best lap – 17″098) (Green Plant: Intersection – 2’12″779; best lap – 39″983, loooooooong time ago). My is 3’03″429 [splits-1’01″224-1’00″996-1’01″209] time is overall just “meh” good I personally think (my lap 1 was bad and my lap 3 was HORRIBLE, but at least my lap 2 was pretty good).

Twice (I think it was twice at least) I beat the Baby Park Staff Ghost in Mario Kart: Double Dash… with…… 3 fingers (I swear I’m not lying) and without using a single mushroom either. I had my thumb on control stick, my pointer finger on the A button, and my middle finger on the R button when I did this with 3 fingers. I beat it under those conditions by about a tenth of a second or so. It’s quite funny actually.

Also, some of my Super Smash Bros. Melee Event Mode records are ranked really high compared to the World Record; for example, my Event 2 record is the 2nd best known record in all of North America (damn Japanese with their absurd records make me look bad v-v). Some of my other records are pretty good too in Event Mode. I also hold the World Record in Pokemon Snap (Magmar – 6810 points, old WR was 6710 which I tied twice and beat once) which I STILL hold (and I made that a long long time ago back in the N64 era) even now.

Once when I was bored, I made this huge 733 X 477 pixel size maze, — PIXEL — BY — PIXEL — (you’ll need to magnify the maze down to 8 times to actually do the maze) filling up the ENTIRE page with all maze, and it took a little over 100 hours total to make it (and yes, it IS possible to beat). If you would like to see it, Instant Message me at ooVideoGameGodoo and I’ll send it to you. I also made other cool video game “art” and related stuff on my computer, because I am a nerd with too much free time on my hands to do all this stuff.

4 thoughts on “Mew2King’s Melee Information and Discoveries”

You know when I first saw this thing, I thought how could I understand this. After I finally finished reading the entire thing the second time. I really understood what this was telling me. Mew2King thank you for posting this I really appreciate you posting something that must have taken weeks on end and double-triple checking data to confirm. For someone you s newish to the game this truly helped me. Thank you again and long live the king